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NL3D::UBone Class Reference

Base interface for manipulating Bones. More...

#include <u_bone.h>

Inheritance diagram for NL3D::UBone:

NL3D::UTransformable NL3D::CBoneUser List of all members.

Public Methods

Special feature
virtual const CMatrix & getLastWorldMatrixComputed () const=0
 get the last world matrix computed in last render(). More...


Protected Methods

Object
 UBone ()
 Constructor. By default, RotQuat mode. More...

virtual ~UBone ()

Detailed Description

Base interface for manipulating Bones.

see UTransformable. A bone comes from a USkeleton.

Author:
Lionel Berenguier , Nevrax France
Date:
2001

Definition at line 44 of file u_bone.h.


Constructor & Destructor Documentation

NL3D::UBone::UBone   [inline, protected]
 

Constructor. By default, RotQuat mode.

Definition at line 51 of file u_bone.h.

virtual NL3D::UBone::~UBone   [inline, protected, virtual]
 

Definition at line 52 of file u_bone.h.


Member Function Documentation

virtual const CMatrix& NL3D::UBone::getLastWorldMatrixComputed   const [pure virtual]
 

get the last world matrix computed in last render().

NB: this WM is computed in last render() only if the object was not clipped. So use it wisely.

NB: this WM may also not be computed in last render() for "Lod skeleton" reason. ie if the skeleton is too far, the engine may not compute a bone (for speed). To avoid problem, you should ask the artist what bones have such a scheme, or you could stickObject() a dummy (eg a UTransform) onto this bone, because in this case, this bone will always be computed.

Implemented in NL3D::CBoneUser.


The documentation for this class was generated from the following file: